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Anheuser-Busch $BUD is Pouring #Beer and #Money Into #Esports, Grab a Drink and Learn More About Esports Entertainment $GMBL $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:39 AM on Friday, September 6th, 2019

WHAT YOU NEED TO KNOW

  • S-1 Filed for NASDAQ Listing
  • Partnered with 190 esports teams
  • Partnered with 250+ esports streamers
  • Launched VIE.gg P2P esports betting platform
  • P2P means an esports fan always wins
  • Superior to “House” model where fans VS. casino
  • Traditional sports teams owners are investing
  • Athletes and celebrities are investing
  • Wall Street is starting to invest
  • Biggest paradigm shift ever seen on the internet

Hub On AGORACOM

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Anheuser-Busch is Pouring Beer and Money Into Esports

Anheuser-Busch is one of the brands that isn’t shy about embracing esports. It is a non-endemic brand, meaning it isn’t born and bred with gamers the way that, say, esports headsets are. It’s a mainstream brand looking to break into the previously insular world of esports a with authentic experiential marketing.

Some brands have been wary of the unpredictability of esports. The games come and go. The athletes can blow big deals with their big mouths. And fans don’t always behave in a becoming way at esports events. But it’s the job of Joe Barnes, director of experiential marketing at Anheuser-Busch InBev, to make sure that his company is represented in the right way in front of the right consumers of esports as the “official beer of esports.”

MillenThere’s a lot of money at stake, but Barnes believes that big brands have to be nimble when it comes to getting behind a big trend among young adults. He isn’t waiting for competitors to arrive. He is pushing ahead of them with the mission of making Bud Light and other Anheuser-Busch products the beer of choice for a new generation of esports fans. I’ll be moderating a session with Barnes at the Esports BAR Miami event in October.

Here’s an edited transcript of our interview.

Above: Joe Barnes, director of experiential marketing at Anheuser-Busch InBevImage Credit: Anheuser-Busch

GamesBeat: What does your job entail? The experiential part is intriguing there.

Joe Barnes: I lead the Anheuser Busch portfolio in the U.S. I lead our sports sponsorship strategy. Additionally I do the experiential marketing for esports, soccer, and our emerging properties, which also covers fighting and women’s sports and a few other things. Our experiential marketing team is part of our consumer connections team. We’re focusing on how we can impact and influence consumer decisions at the point of their passion points.

With Bud Light, one of those is esports. We’re trying to–how can we get fans to start experiencing our product in a different way? Right now, within esports, our biggest challenge is that there’s not the traditional norms within the sports industry where it’s very in-person and communal. “We’re going to bars to watch the games. We’re gonna watch the NFL game at the sports bar and get pitchers of Bud Light.”

It’s much different within esports. That’s where experiential for us is a big lever that we try to pull. At events, the consumers are with community, not just their virtual community. That gives us a true point to interact with them and introduce them to Bud Light. As crazy as it sounds, a lot of these consumers that are becoming the 21-27 year old are growing up without drinking Bud Light, or beer at all. Their main drink is Red Bull, energy drinks. We’re trying to bring in these beer occasions to esports, just like we’ve established 100 years ago within traditional sports.

GamesBeat: I don’t know how much gamers drink beer. Are you guys endemic or non-endemic to games and esports?

Barnes: We definitely consider ourselves non-endemic. The key challenge, when people ask us–what’s our value proposition in esports? We’re not going to make your internet faster. We’re not going to make your screen bigger. We’re not going to give you better posture in a nice chair. For us, we can offer the fan something different.

This week we announced another Twitch program, and in another month we’ll be announcing another one. The Bud Light Twitch channel is our key asset within esports. First and foremost, in this community, we’re able to age gate our channel, so only 21 and up is able to interact with Bud Light. That obviously a huge concern with the traditionally younger audience. But within our Bud Light Twitch channel, we can offer gamers something in addition to the game.

We’re not endemic, like I say. We’re not part of the game. But what we can do–I’ll give you an example. We just launched, this past Tuesday, the Bud Light Beer League, which is an amateur Tekken tournament. Amateurs can win a chance to become a pro esports athlete and compete at the Tekken grand finals in Bangkok for a huge payout. Our value proposition here is that we’ll host a tournament, and we’re going to do it for gamers, not just esports athletes. We’re going to give them the opportunity to win prizes. And what can Bud Light do that someone else can’t do? We’ll give you a chance to become a pro.

Above: Anheuser-Busch doesn’t want esports fans to become wine drinkers.Image Credit: Anheuser-Busch

That’s much different from our strategy with Overwatch League. We’re the official beer sponsor of Overwatch League. Our Twitch channel content with that one, it’s Bud Light Happy Hour. Every week we have two hosts talking for 20 minutes, essentially a Sportscenter of Overwatch League, where they look at the past and they talk about key storylines coming up. It’s set at a bar environment with beers, with neons and things, just to establish that–as you’re hanging out and talking about esports, it’s happy hour. Get excited about tonight and have some Bud Light. That’s the behavior that we’re trying to get people introduced to.

Then, within Overwatch League, since this is the first year they’ve ever done live in-person events, we also sponsor all of the homestand weekends. We had consumer experiences and giveaways. We put them in what we call the Bud Light Watchtower, playing on the Overwatch IP. It’s the most premium seat within all the venues, where we’ll invite guests to hang out with influencers, streamers and professional gamers. Free Bud Light, the best seats, and the best experience you could possibly have. When you drink Bud Light, when you’re playing games and Bud Light’s your beer of choice, the opportunities are endless for cool experiences. We consider ourselves the leader in terms of offering premium experiences for consumers.

GamesBeat: There’s been a lot of attention on esports hype. There was a long Kotaku story that talked about the mismeasurement of the audiences. I’ve interviewed someone from Nielsen — that story just ran — on how they’re doing measurement of the esports audience as well. These things are brand new. The information and the data still needs work.

Barnes: 100 percent. We do our own independent data collection. We do partner with Nielsen, and we value them and their partnership across all of our sports properties. That’s one of the reasons we use them. We also use a few other research companies, and then we always have–if we’re doing streams we have Twitch analytics. If we’re doing events we have exit surveys. We have a whole lot that–right now the key for us is data collection. Whether the true audience size of Overwatch League fans is 10 million or if it’s 100 million, for us right now, using whatever the data is, how can we use that data to inform how we interact with the fans?

It’s not necessarily about the numbers. We know the numbers are big. We may not know exactly how big. But for us what’s most interesting is, what are the consumer habits? What are the consumer passion points? How do we offer value back to the fans?

GamesBeat: In some sense I guess you would like better measurement, but there’s enough precision out there for you to take action and do what you need to do.

Barnes: That’s exactly it. For us it’s more about, are we asking the right questions with the research? Rather than, do we have the exact right sample data, and do we know the exact figures? For us it’s about fine-tuning the right questions and finding the right passion points for consumers.

Above: Bud Light wants to be the official beer of esports.Image Credit: Anheuser-Busch

GamesBeat: As far as the comparisons people make to traditional sports, what are your own observations about that? How soon do you think this catches up, or in what ways will they always be different?

Barnes: There is some crossover, and that’s what–when we’re trying to segment the real size of the prize, we look at the different consumer groups. There are the passionate, die-hard esports fans and athletes, and then there’s more casual gamers. What we see with the crossover with traditional sports — and this is very rich territory, because we have a league sponsorship with three of the top four core leagues — we want to see what is the crossover and how we can act on that.

What’s really starting the big crossover is that pro athletes in other sports are playing video games, whether it’s on Twitch or in their free time. They’re all big gamers. Juju Smith-Schuster, right? He’s a big gamer and he plays in the NFL. He reaches both. For Bud Light that’s super compelling. He’s a partner with us with the NFL, and we can look at partnering with him for esports. How can we tap into both consumer bases? Most people out there play Fortnite, and most people watch the NFL. What are the efficiencies Bud Light could have with that?

The other thing we look at, we have some data that shows that amongst gaming fans, Game of Thrones was as popular as the NFL. That may not be their number two or three passion point behind video games, it’s still top 10. There’s a lot of ways we can use our NFL partnerships and others to reach those fans. Right now, most brands and most esports teams are focusing on the esports strategy. We think there’s a lot of rich territory for crossover between true sports and esports.

GamesBeat: As far as which esports to bet on, what are your views there? Do you feel like you have to make bets and back certain games or certain events? Or can you stay above that and reach the whole audience in some way?

Barnes: I don’t think there’s one league that could be a silver bullet for an esports strategy. When we look at it, it’s going to require multiple partnerships in order to reach a big portion of the fans. We want Bud Light to be for everyone. How do we get to the biggest level there? It’s a mix. As we’ve already announced, in 2019 we have partnerships with the Overwatch League, with Tekken 7, and with NBA2K. We prefer to be looking with those at how we can reach consumers, how we can keep new and interesting partnerships like the Beer League — which can rotate in different titles — so we can reach more and more fans. We also want to use influencers within key games and titles to influence and reach those consumers as well.

There has to be a mix. There’s not a one-size-fits-all approach with one title. For us it’s a mix of assets. It’s about reach and what’s the best thing we can do to reach all those consumers, or at least a significant portion of them.

Above: Anheuser-Busch is experimenting with esports marketing.Image Credit: Anheuser-Busch

GamesBeat: So far, can you reiterate which games you’ve backed in some way, or that you’ve worked closely with and are happy with?

Barnes: We have our partnership with the Overwatch League, which is a global partnerships. Then, in the U.S., we have an NBA2K partnership, which we just announced at the end of our season. We’re planning 2020 right now. Then we have a Tekken 7 partnership, which will be for the Bud Light Beer League. It’ll be a mix of–it’s primarily Twitch streaming and the online tournament, and then there will be a few live event components as well. Overwatch League, for us that’s been a live event and a Twitch stream component as well. We’re looking for not only a mix of partners, but a mix of assets within each partnership.

GamesBeat: What about following some of these celebrity gamers, or top athletes within different esports? Would you do deals with individuals like that in addition to the league partnerships?

Barnes: Definitely. Arguably the most marketable and popular name would be Ninja. A few years ago, during our Bud Light All Stars program, which was before my time, we had a Ninja partnership. This year we’re partnered with a few influencers. We’ve used them more tactically, rather than just signing the biggest name. It’s about how we can use them to propel our Twitch content and help us to activate. We’ve been using influencer streams to promote our live events for Overwatch League. Before each homestand weekend we do influencer streams where they take over and give away consumer tickets to our Bud Light Watchtower experience.

Then, for 2020, we’re looking for partners that are, let’s say, endemic to beer. They already like to engage with the product. They have a large reach and are playing various titles. That’s great for us, because while it’s sometimes difficult for us to be involved with certain games, we can partner with the top streamers — as long as they’re over 21 — to create cool content and give that back to consumers.

GamesBeat: Some people have always talked about how esports and games are unpredictable. Sometimes you get bad behavior among the athletes, or strange things happening at events. This is supposed to be scary to brands. What are your thoughts on that, whether that’s manageable?

Barnes: I can answer that question in a few parts. One, in the current environment, whether it’s traditional sports or esports, as a brand you have to be nimble. You have to act fast. You have to be able to react to trends and react to what’s going on.

We understand that esports is in its infancy, and there are challenges that come along with that. But for us it’s worth it, knowing that we can be the brand, the beer brand, that is the beer of esports. We’re the official beer of esports, the official beer of games, the official beer of gamers. We did that for a reason. When we look at what consumers are talking about on social media, we have 70 percent share of voice amongst beer brands. Our competitors aren’t even really in the same sphere as us right now, and we want to keep leaning into that. As this grows, we know that we’ll continue to grow with it, and we can continue to dominate the share of esports.

As far as the question around titles, yes, we’re constantly watching what’s hot, what’s up and coming. You look at what happened this summer. Was Fortnite going to get dethroned by a little-known title from EA? And then a few weeks later, it fell off the radar. We need to continue to monitor, continue to watch, and that’s great for us, because it’s an opportunity to work with the top streamers. They can switch playing games. When something’s hot they can play that. When it falls off they can play something else and still reach their fanbase.

We have to be nimble. We have to be a part of it. We can’t just be a big, slow brand. We have to be able to act within the space at the pace it’s going.

Above: Social media multiplies the impact of esports marketing.Image Credit: Anheuser-Busch

GamesBeat: How do you find the right people in this business in order to do all those things fast? As you say, it’s fairly new still.

Barnes: The key thing for us is research. We like to make fact-based decisions. Of course we have to play in the margin of error, because it’s always changing so fast. We have to use good judgment. But we have a great team of agencies that support us on all our initiatives, help provide that research, help provide the insight on everything that’s going on.

GamesBeat: Is the team pretty large there, that focuses on esports?

Barnes: I lead it for Bud Light in the U.S. I’m supported by the brand team. They’re doing everything else. It’s a bit of a team effort internally. But then I also have my agencies that are more solely focused on esports. I have teams that are dedicated, that are experts in the space. They’re former gamers, former publishers. They offer the expertise and insight that can really help us to refine our strategy and act quickly.

GamesBeat: Do you happen to know Mark Friedler? He’s a long-time gaming person that just joined Anheuser Busch on the biz dev side for esports.

Barnes: I’ve had one call with Mark. He’s consulting with our ZX Ventures arm. Our ZX Ventures mission is to disrupt ourselves. What are these trends that could disrupt beer, and how do we essentially become a part of it before it can eat us alive? He’s consulting on the gaming aspect of that, because like I mentioned earlier, there’s not a ritual within esports like going to the bar on Sunday to watch the NFL. We’re looking at how we can bring these experiences, these rituals, into the U.S. gamer’s world.

GamesBeat: TopGolf is converting a lot of their bars into esports bars recently for local gatherings.

Barnes: Yeah, TopGolf is a great partner. Usually when they roll into town they become one of the top beer sellers in their market, because people really love the value proposition. If they continue to expand into esports or more VR types of activities, I consider that a win. They put their beverage venue at the top of the list for their priorities. It always helps us when we can help the category expand in this space.

GamesBeat: You have to think about a lot of different opportunities as far as how to get a win for a product.

Barnes: Definitely. What we’re seeing, this is such a digitally native, such an on-demand type of consumer. It’s different from who we try to reach with, say, Major League Baseball. There, you have an older fan. They skew to an age around 45. Gamers skew around 23. How beer comes to life for them is much different.

What we did two weeks ago for the Overwatch League homestand weekend in Los Angeles, we did a Drizly promotion targeting L.A. with one of the top players on the L.A. Valiant. Drizly is an online alcohol delivery service. We said, “Hey, L.A., you guys like tech. You don’t like doing things in person. But if you order Bud Light from Drizly, you’ll get the chance to not only get your beer, but your beer could be delivered by Custa from the L.A. Valiant, and he’ll give you VIP passes to the Bud Light Watchtower.”

Custa went out and delivered that beer to an unexpecting consumer. He’s from Australia, so he ended up what they call shooting the boot, shotgunning it out of a shoe. He did it with the consumer. Everyone had a great time. For us, that’s how we break through. We’re not going to be talking to the Valiant consumer in the way that they want to be reached. We want to be content creators, not content interrupters. We want to have them tune in to watch something because they think it’s cool — it’s their favorite player and their favorite team — rather than just serving them an ad on Twitch.

When you’re non-endemic you have to think much differently about the space. You have to find ways to offer value to the consumer while the endemic brands are doing it in a much different way.

Above: Influencers are part of the esports marketing plan.Image Credit: Anheuser-Busch

GamesBeat: What do you plan to talk about at Esports BAR in Miami?

Barnes: Stuart Saw and I are co-keynoting. Endeavor is our esports agency in the U.S. We have a lot of programs that we’ve developed together between Anheuser Busch and Endeavor. For a lot of it, it’s going to be talking about what we’re doing to reach consumers as a non-endemic brand. It’s exactly what we’ve talked about, but in more detail, with more videos and concrete examples that people can see, as well as some of the data.

By October we’ll have a lot of data for how this is working so far. We just ran our first social listening test, where we figured out that we’re now 70 percent of social share voice, which is huge for us. Consumers aren’t talking about beer brands because they want to. It’s because we’re offering something crazy and unique to them, something that gets them excited. They’re talking about this in their free time. It’s not just industry. We hope to have a lot more of those examples by then.

In addition, we’re hoping to have a very cool–it’s not fully finalized, but a very cool Overwatch League grand finals activation. We’re hoping to propel that message beyond what just core gamers and Overwatch League fans care about, but also transcend the message for the whole city of Philadelphia. Bud Light has a very rich history with Philadelphia, with things like the Philadelphia Eagles Super Bowl win, where we gave free beer to the city of Philadelphia. For this to come back to Philly, there’s a lot of excitement and a lot of cool things we’re planning. The Overwatch League finals are the week before Esports BAR, so we’re hoping to share a lot of cool things, and a full Overwatch League recap as well.

GamesBeat: Is your whole industry as active as you guys are, or do you feel like you’re ahead?

Barnes: We’re significantly ahead of our competitors. That’s where we want to be. We have much different approaches to esports. Our competitor, earlier in the year, their big esports moment of the year was announcing that they were turning a beer can into a controller. They had an event at E3 where the controller couldn’t connect to Bluetooth and no one could play.

We really try to stay clear, like I said, of being an endemic brand that will make your gameplay better. We want to be the beer for fans, the beer for casual gamers, and the beer for esports athletes when they’re not on the screen, so to speak. We want to play to our strengths. It’s just a much different approach.

Source: https://venturebeat.com/2019/09/05/why-anheuser-busch-is-pouring-beer-and-money-into-esports/

Esports Entertainment Group $GMBL – How the #Esports Industry Fares Against Traditional Sports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:29 AM on Thursday, September 5th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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  • In just a decade, electronic sports (eSports) has evolved from an underground culture into a mainstream industry worth billions of dollars today
  • The industry is growing at an explosive rate, and with major tech giants like Amazon and Google vying for a piece of the pie, the future of this industry is an exciting one.

How the eSports Industry Fares Against Traditional Sports

In just a decade, electronic sports (eSports) has evolved from an underground culture into a mainstream industry worth billions of dollars today.

The industry is growing at an explosive rate, and with major tech giants like Amazon and Google vying for a piece of the pie, the future of this industry is an exciting one.

It’s no surprise that eSports is often compared to its predecessor, traditional sports. However, eSports certainly has none of the typical confines of a traditional sport—so how does it compare in terms of audience size, market potential, and revenue?

An Equal Playing Field?

eSports is an umbrella term for competitions played on electronic systems, typically by professional video gamers—with the first competition dating back to 1972.

The 16 to 24-year-old audience has increased by 60% since 2017, fueling the rapid growth of this emerging industry. The global audience is expected to grow to 276 million by 2022, with League of Legends tournaments often boasting a higher viewership than some of the biggest U.S. leagues:

Cumulative Viewership (2017 finals)

  • NFL Super Bowl: 124 million viewers
  • League of Legends: 58 million viewers
  • MLB World Series: 38 million viewers
  • NBA Finals: 32 million viewers
  • NHL Stanley Cup Finals: 11 million viewers

While viewership can surpass that of well-known professional leagues, it doesn’t yet stack up in terms of monetization. That said, this aspect is now increasing enough to be seen as a threat to more traditional leagues.

How Much is eSports Worth?

According to Goldman Sachs, eSports will exceed $1 billion in revenue in 2019, and reach $3 billion by 2022. eSports creates the foundation for an entire ecosystem of opportunities, which include live-streaming, game development, player fanbases, and brand investments for sponsorship and advertising—where 82% of revenue currently comes from.

Although eSports under-indexes on monetization relative to the size of its audience, there is a huge opportunity for it to close the gap, given the predicted 35% compound annual growth rate (CAGR) for total eSports revenue between 2017 and 2022.

Getting Attention from the World’s Biggest Players

The success of eSports tournaments is attributed to live-streaming platforms. Amazon’s purchase of leading video-streaming site, Twitch, allowed Amazon to tap into the rapidly growing eSports audience, along with other live-streaming opportunities. Since the acquisition in 2014, the number of average viewers has doubled to 15 million, half of YouTube’s daily viewership.

Google, which lost the bidding war for Twitch, has recently made its own big move into gaming with cloud gaming service Google Stadia. Ultimately, the company hopes it will help keep live-streamers on YouTube instead of competing platforms.

The Future of eSports

Over time, eSports will tap into bigger advertising budgets, and reach national, regional, and global levels, as traditional sports are able to. eSports will also be a medal event in the 2022 Asian Games, which could pave the way for full Olympic status.

As a whole, eSports is starting to seriously compete with the big leagues. With a massive worldwide appeal, passionate fans, and billion-dollar revenues, the industry is only beginning to take flight.

The debate however, is not around the battle between eSports and traditional sports. It is around the shift to celebrating a culture that is completely virtual, over one that is physical—which has much bigger implications.

Source: https://www.visualcapitalist.com/how-the-esports-industry-fares-against-traditional-sports/

Esports Entertainment Group $GMBL Engages Partis Solutions for #iGaming Mergers And Acquisitions Advisory #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 7:08 AM on Thursday, September 5th, 2019
  • Engaged Partis Solutions Limited as the Company’s iGaming Mergers and Acquisitions Advisor
  • Esports Entertainment Group has an interest in acquiring one or more successful iGaming operators to help accelerate its growth by expanding its reach in the regulated iGaming markets
  • In addition, the Company has an interest in acquiring established leading B2C iGaming brands that can help accelerate growth, as well as, expand the Company’s global reach.

BIRKIRKARA, Malta, Sept. 05, 2019 — Esports Entertainment Group, Inc. (OTCQB: GMBL) (or the “Company”), a licensed online gambling company with a focus on esports wagering and 18+ gaming, is pleased to announce the Company has engaged Partis Solutions Limited (“Partis Solutions”) as the Company’s iGaming Mergers and Acquisitions Advisor. Partis Solutions, part of the Conexus Group, is a global leader in the provision of corporate services to the interactive gaming & gambling industry.

Esports Entertainment Group has an interest in acquiring one or more successful iGaming operators to help accelerate its growth by expanding its reach in the regulated iGaming markets.

In addition, the Company has an interest in acquiring established leading B2C iGaming brands that can help accelerate growth, as well as, expand the Company’s global reach.

Robert Dowling, Managing Director of Partis Solutions stated, “Esports Entertainment Group is well positioned to take advantage of opportunities in the huge but highly fragmented iGaming market and we look forward to supporting them in their growth efforts.”

Grant Johnson, Chief Executive Officer stated, “Rob and his team at Partis Solutions have years of iGaming M&A experience and extensive industry contacts. We are excited to have the opportunity to work together.”

This press release is available on our Online Investor Relations Community for shareholders and potential shareholders to ask questions, receive answers and collaborate with management in a fully moderated forum at https://agoracom.com/ir/EsportsEntertainmentGroup

RedChip investor relations Esports Entertainment Group Investor Page: 
http://www.gmblinfo.com

ABOUT PARTIS SOLUTIONS

Partis Solutions is a global leader in the provision of corporate services to the Interactive Gaming & Gambling industry. We deliver strategic consulting, outsourcing and brokerage solutions to a diverse portfolio of international clients from across the sector. As part of the Conexus Group, Partis Solutions is uniquely positioned to leverage over a decade of collective market intelligence and industry understanding to provide tailored solutions that support the growth aspirations and strategic choices of our customers. Partis Solutions operates a business brokerage that utilizes over a decade of global intellectual property to provide transactional services for mutually interested parties within the Interactive Gaming & Gambling Industry. We are able to harness our industry knowledge and a network of carefully selected introducers to match parties interested in purchasing or disposing of companies or assets. The Conexus Group consists of a diverse group of companies including Partis Solutions and its sister companies, Pentasia, the iGaming Academy and Marden Executive Search. For more information visit www.partissolutions.com/

ABOUT ESPORTS ENTERTAINMENT GROUP

Esports Entertainment Group, Inc. is a licensed online gambling company with a focus on esports wagering and 18+ gaming. Esports Entertainment offers bet exchange style wagering on esports events in a licensed, regulated and secure platform to the global esports audience at vie.gg.  In addition, Esports Entertainment intends to offer users from around the world the ability to participate in multi-player mobile and PC video game tournaments for cash prizes. Esports Entertainment is led by a team of industry professionals and technical experts from the online gambling and the video game industries, and esports. The Company holds a license to conduct online gambling and 18+ gaming on a global basis in Curacao, Kingdom of the Netherlands. The Company maintains offices in Malta and Warsaw, Poland. Esports Entertainment common stock is listed on the OTCQB under the symbol GMBL.  For more information visit www.esportsentertainmentgroup.com

FORWARD-LOOKING STATEMENTS
The information contained herein includes forward-looking statements. These statements relate to future events or to our future financial performance, and involve known and unknown risks, uncertainties and other factors that may cause our actual results, levels of activity, performance, or achievements to be materially different from any future results, levels of activity, performance or achievements expressed or implied by these forward-looking statements. You should not place undue reliance on forward-looking statements since they involve known and unknown risks, uncertainties and other factors which are, in some cases, beyond our control and which could, and likely will, materially affect actual results, levels of activity, performance or achievements. Any forward-looking statement reflects our current views with respect to future events and is subject to these and other risks, uncertainties and assumptions relating to our operations, results of operations, growth strategy and liquidity. We assume no obligation to publicly update or revise these forward-looking statements for any reason, or to update the reasons actual results could differ materially from those anticipated in these forward-looking statements, even if new information becomes available in the future. The safe harbor for forward-looking statements contained in the Securities Litigation Reform Act of 1995 protects companies from liability for their forward-looking statements if they comply with the requirements of the Act.

Contact:

Corporate Finance
+356-2757-7000 (Malta)
[email protected]

Media & Investor Relations Inquiries
AGORACOM 
[email protected]
http://agoracom.com/ir/eSportsEntertainmentGroup

U.S. Investor Relations 
RedChip 
Dave Gentry
407-491-4498
[email protected]

Esports Entertainment Group $GMBL – #Mobile #Esports grossed $15.3 billion worldwide last year $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:22 AM on Friday, August 30th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Mobile esports grossed $15.3 billion worldwide last year

  • Mobile esports industry has generated $15.3 billion in revenue last year.
  • Market intelligence firm predicts that mobile gaming is the fastest-growing sector when it comes to the global esports scene.

By Varun Parashar

Niko Partners is a market research and consulting firm based in Asia, which specializes in the sector of gaming and esports. According to their most recent 45-page report, the Mobile esports industry has generated $15.3 billion in revenue last year. The market intelligence firm predicts that mobile gaming is the fastest-growing sector when it comes to the global esports scene. This means that we can expect massive regional as well as global mobile esports tournaments coming our way in the upcoming years.

The steep climb in numbers remains constant when it comes to the number of players who are now engaging in mobile games because most of the popular titles are free to play and can be accessed easily as all you need is a mobile phone and an internet connection. Pc and console gaming involves comparatively more number of variables than mobile gaming which makes up for the major reason why people are looking up to playing mobile games on a competitive level as well.

“Mobile esports tournaments will engage consumers not only as spectators but as participants,” said Niko Partners managing partner Lisa Hanson.

Based on statistics, China is the largest market for both mobile and PC esport games, accounting for $5.6 billion and $6.4 billion respectively. League of Legends remains the leading PC esport game, having grossed $1.9 billion last year down from $2.1 billion the year prior. Most of us are aware of how popular this game is owing to its twitch viewership counts which remain at an all-time high except times when major events are taking place. Despite being the most viewed and the highest revenue-generating game on Pc, Riot Games’ MOBA falls short in front of Tencent’s mobile title Arena of Valor which grossed $2.5 billion in 2018. When it comes to PC, the most popular esports titles are League of Legends, Dota2, Counter-Strike Global Offensive, Fortnite and so on. But the mobile gaming world is fighting back with well-established titles like PUBG Mobile, Arena of Valor, Clash Royale, Brawl Stars, Mobile Legends and many more anticipated titles like Call of Duty awaiting their global release. 

The healthy competition between PC/Console gaming and Mobile gaming brings only good news to the community as the entire scene is growing and more people, organizations and nations are getting involved, hence it only gives us confidence when we tell it to the world that Gaming is the next big thing!

Source: https://www.talkesport.com/business/mobile-esports-grossed-15-3-billion-worldwide-last-year/

Esports Entertainment Group $GMBL – #Fortnite streaming star #Ninja lands partnership with #Adidas $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 10:59 AM on Wednesday, August 28th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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‘Fortnite’ streaming star Ninja lands partnership with Adidas

By: Mike Snider, USA TODAY

“Fortnite” streaming superstar Tyler “Ninja” Blevins has joined another team: Adidas.

This is the second major move recently for the professional video gamer, who earlier this month left the Twitch streaming service for the Microsoft-owned streaming platform Mixer.

“Partnering with Adidas is a chance to join a family that celebrates fellow creators at the top of their game,” he said in a video posted on the Adidas website Tuesday.

There’s no specific Adidas gear sporting Ninja iconography, but that won’t likely be the case for long. “I can’t say specifically what is in the works with Adidas, but use your imagination,” Blevins said on his Mixer stream reported tech news site The Verge.

Esports at home: How to be an esports star without going pro, playing games like Solitaire and Madden NFL

Risks of esports: Injuries real for pros and at-home gamer, from finger sprains to collapsed lungs

When he left Twitch, Blevins had more than 14 million followers on Twitch – and more than 22 million subscribers on YouTube. Blevins helped instigate a pop culture moment in March 2018 when he played ‘Fortnite’ online with rapper Drake. Blevins now has nearly 2 million followers on Mixer.

Blevins, who gained notoriety for his prowess playing the video game “Halo,” is expanding his brand with a recently-released book “Ninja: Get Good: My Ultimate Guide to Gaming.” He also was reportedly paid $1 million by Electronic Arts to play the online game “Apex Legends,” according to Reuters.

Blevin’s moves are just the latest escalation in the video game streaming-esports arena. Nike and K-Swiss recently made deals with esports organizations, too, as CNBC reported recently.

Source: https://www.usatoday.com/story/tech/talkingtech/2019/08/27/fortnite-star-ninja-signs-partnership-deal-adidas/2135304001/

Esports Entertainment Group $GMBL – REPORT: The Highest-Earning Athletes in #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 12:37 PM on Friday, August 23rd, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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REPORT: The Highest-Earning Athletes in eSports

By Brandon Suss

  • Three weeks ago, Kyle “Bugha” Giersdorf, a 16-year-old esports athlete, won the 2019 Fortnite World Cup, winning $3 million and cementing himself as the 10th wealthiest esports athlete of all time.
  • Also, recently, professional streamer and esports athlete Ninja signed a deal with Mixer, a Microsoft-owned livestreaming company, that paid him $50 million to stream exclusively on their site.

Esports have been the topic of a lot of public discussion lately, with new developments within the tournament scene of the popular video game “Fortnite.” Three weeks ago, Kyle “Bugha” Giersdorf, a 16-year-old esports athlete, won the 2019 Fortnite World Cup, winning $3 million and cementing himself as the 10th wealthiest esports athlete of all time. Also, recently, professional streamer and esports athlete Ninja signed a deal with Mixer, a Microsoft-owned livestreaming company, that paid him $50 million to stream exclusively on their site.

Until the past couple of years, there hasn’t been a lot of money in esports; many players had to grind at endless tournaments to achieve pro status, and climb the ranks to be the richest esports athlete of their respective game. While prize money payouts have been lower in previous years, due to the influx of competitors in modern esports, new players should also get the respect they deserve for doing well in their games.

Esports encompasses athletes from all different types of competitive video games, and there have been top players of almost every age, ethnicity, gender and sexual orientation. In fact, some of the wealthiest esports athletes have overcome adversity based on some of these aspects of their identities.

Here are some of the current richest esports athletes. (This list does not include income earned from streaming or sponsorship deals, and is only based on the players’ tournament placing.)

Kuro “KuroKy” Takhasomi

KuroKy is a professional “Dota 2” player from Germany and is the wealthiest esports athlete of all-time; he has made over $4.2 million from 103 tournaments. He is known as one of, if not the best “Dota 2” player ever to play the game. Team Liquid, a premier esports team, signed KuroKy in 2015. They were the 10th team to sponsor KuroKy, a testament to his skill and future legacy.

KuroKy has many impressive wins at major tournaments; however, his most impressive win is his first-place finish at The International 2017, the largest tournament series for “Dota 2.” He had never gotten a first-place finish at any previous International tournaments, and this victory netted him over $2.1 million, an amount that only the top esports athletes have obtained.

Sasha “Scarlett” Hostyn

Scarlett is the wealthiest female esports athlete and hails from Canada. She made her breakout performance at IPL 4, with an impressive open-bracket run, defeating many difficult opponents only to get knocked out in the fifth round of losers. She truly put her name on the map when she won the 2012 Starcraft II World Championship Series Canada tournament, making her the best Canadian “Starcraft II” player. She then won the 2012 Starcraft II World Championship Series North America tournament and became the best North American player.

Scarlett is an extremely well-known player in the “Starcraft II” community and inspires female gamers around the world. She’s also the richest transgender esports athlete. She is currently placed ninth on the WCS Circuit ranking, and 27th on the WCS Korea ranking. Scarlett most recently won the Intel Extreme Masters Season XII — PyeongChang SC2 tournament, earning $50,000

Amer “Miracle” Al-Barkawi

“Dota 2” is the esports game with the most money in it, by far. Forty-three of the top 50 richest esports athletes have made the majority of their earning playing “Dota 2.” It’s a team-based, Multiplayer Online Battle Arena (MOBA) video game, which means that competitions take place among teams — “Dota 2,” specifically, in teams of five. It wouldn’t be fair to the rest of Team Liquid not to include Miracle.

Miracle is the highest-earning esports athlete from Jordan, and the second-wealthiest esports athlete of all time. He accompanied KuroKy on Team Liquid for their first-place finish at The International 2017, and Miracle, along with their three other teammates GH, Matumbaman and MinD_ContRol, all won the same amount as KuroKy in that tournament. Miracle also has three other first-place finishes at tournaments that have earned him over $550,000. Given the fact that he is only 22 years old and has only been playing “Dota 2” competitively for five years, this young star’s potential is only beginning to grow.

Andreas “Xyp9x” Højsleth

Xyp9x is the wealthiest “Counter-Strike: Global Offensive” player, and the third-richest esports athlete from Denmark. He has earned over $1.45 million from “CS:GO” and currently plays support, as a rifler for Astralis. He has come in first place at 43 tournaments and had his biggest win recently, at Intel Grand Slam Season 1, in which he earned $200,000. Before Xyp9x was even 18, he had already won over $5,000 in esports competitions, setting him up as one of the youngest athletes to look out for, and now that he is 23 years old, he has broken expectations and has built a legacy on continuing to break expectations to this day. 

Lee “Faker” Sang Hyeok

Faker is the No. 1 ranked “League of Legends” player and the richest esports athlete in South Korea. “League” is a popular MOBA game inspired by “DOTA” and “Warcraft III” and, like other popular esports games, “League” has a variety of players from all around the world; however, the most dedicated fanbase is in South Korea. “League” has always been one of the most-viewed games on Twitch.tv, and it has been that way since its release in 2009, when it really blew up.

To be the top player at a game like this proves Faker’s prowess. He has earned over $1.2 million from “League” competitions, and has made first-place finishes in major tournaments since 2013; his most notable win was at the League of Legends 2016 World Championship. While Faker might be an extremely talented player, like in “DOTA 2,” you play as a team, so his team, SK Telecom T1 K, deserves props too.

Damon “Karma” Barlow

Karma is the eighth highest-earning gamer from Canada and the richest “Call of Duty” player, having taken the prize money at tournaments for nine different games in the series. He has had consistent results in each “COD” game, with peak years in 2013, 2014 and 2017, but he has also done well within the past few months, earning over $65,000 in prize money.

For many people, “COD” was the first game through which they heard about esports and major-league gaming. The game inspired countless kids to compete in esports, so being the richest player in the game is quite a title. Karma has won 59 tournaments, winning the most from the 2017 Call of Duty World League Championship tournament as a member of OpTic Gaming.

Of course, there’s plenty of other wealthy esports athletes out there, and there are lots of top players to admire. Esports are still an emerging medium, and it is likely that the current wealthiest and best players will soon be dethroned. With new money flowing in and more public attention toward esports than ever, it is likely that future tournaments will be even bigger and more competitive.

Video game entertainment is a big market, and many competitors record and stream videos to supplement their incomes, which can sometimes earn them more money than actual tournament revenue. It’s clear that gaming has a lot to look forward to in the future.

Source: https://studybreaks.com/tvfilm/richest-esports-athletes/

Esports Entertainment Group $GMBL – #Ford $F launches its own #Esports virtual racing teams $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 11:01 AM on Tuesday, August 20th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Ford launches its own esports virtual racing teams

  • Ford plans to launch its own esports virtual racing teams. Under the name Fordzilla, the company will recruit top esports drivers for teams in France, Germany, Italy, Spain and the UK.
  • The company will also invite star players to form a European team with select members from each national team.

By: Christine Fisher

The Fordzilla teams will compete in games like Forza Motorsport 7, developed by Microsoft Game Studios’ Turn 10 Studios. According to Ford, millions of people play Forza games each month, and one million players choose Ford vehicles.

Ford has partnered with Microsoft Game Studios before, and a few years ago, the top prize in the first-ever Forza Racing Championship was a 2017 Ford Focus RS. We don’t know what prizes Ford will offer to its driving teams, but recruitment begins at Gamescom in Germany this week.

Catch up on all the latest news from Gamescom 2019 here! In this article: av, business, drivers, driving, esports, europe, european, ford, fordzilla, forza, forza motorsport 7, gamescom2019, gaming, league, Microsoft Game Studios, Microsoft Studios, racing, team, teams, transportation, turn 10 studios, virtual racing  

Source: https://www.engadget.com/2019/08/19/ford-esports-fordzilla-virtual-racing-teams/

Esports Entertainment Group $GMBL – Kellogg’s $K shifts sports-related ad spending to #Esports $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 1:52 PM on Thursday, August 15th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Kellogg’s shifts sports-related ad spending to esports

  • The advertiser is shifting more advertising spending to esports because it offers something that most traditional sports cannot — almost unprecedented access to younger people between the ages of 21 and 34 who have high incomes.
  • For Kellogg’s, esports has gone from an experimental investment to a continuous one

by Seb Joseph

Competitive gaming campaigns are now a staple, rather than a test, on media plans for most Kellogg’s brands.

The advertiser is shifting more advertising spending to esports because it offers something that most traditional sports cannot — almost unprecedented access to younger people between the ages of 21 and 34 who have high incomes. Since it jumped on the esports bandwagon two years ago, Kellogg’s has steadily made inroads, moving from experiential activations at tournaments to being the headline sponsor of them. For Kellogg’s, esports has gone from an experimental investment to a continuous one, said Dominik Schafhaupt, marketing manager for snacks in Northern Europe at Kellogg’s.

The scale of those investments will flex depending on the brand and its target audience as well the market they are based in, said Schafhaupt who revealed that the advertiser is changing how it funds its association with esports now that it’s a mainstay on media plans. Previously, advertisers like Kellogg’s dipped into sponsorship budgets to fund early forays into the world of competitive gaming. But as the stakes of making those activations work got bigger so too did the budgets for them, which meant advertisers turned to digital and broader marketing budgets.

“Esports is an element of our communications mix, and there isn’t a single spend pillar it is funded by,” said Schafhaupt.

Perhaps nowhere is this more obvious at Kellogg’s than on its Pringles brand.

The snacks brand has paid to sponsor the League of Legends European Championships this summer in a deal with its organizer Riot Games. The partnership comes just seven months after Kellogg’s signed a deal with gaming community N3rd Street Gamers, which runs its own tournaments.

Marketing partnerships like this tend to average around $2 million (£1.6 million) to $4 million (£3.3 million) per year and are often done as multiyear deals, said Rich Routman, president at sports media company Minute Media. Generally, deals like the one between Kellogg’s and Riot Games usually consist of marketing rights similar to standard sports leagues with broadcaster advertising placements, event marketing assets and marketing partnership rights across the vertical crucial to the company’s business, said Routman. Yet how all of those assets are added up for commercial fees depends on the seller. Since there is such a difference in maturity between esports organizations, sponsorship costs and assets can greatly differ and the market hasn’t had time to mature properly to dictate the costs.

The deal between Kellogg’s and Riot Games, for instance, is based on one of several tiered packages sold by the latter. Each package is weighted toward either media exposure or experiential activations, which are supported by media impressions and a rate card for the various assets that can be used. Having that scope between each package means Riot can create bespoke sponsorships depending on what an advertiser wants, said Alban Dechelotte, head of business development and sponsorship for Riot Games.

The Pringles logo will appear on the streams of the tournaments alongside a call to action when players are entering the game. Those streams — and subsequently the Pringles brand — will be on both YouTube and Twitch, which are watched on average by 1.6 million people daily during the normal season of League of Legends matches, according to Riot Games. The number of people watching the matches at the same time each week has hit a peak of over 300,000, up 40% for the same event in 2018, according to Riot Games.

“Gaming and esports are places where our core target group is, and so now is the time to get into the community around competitive gaming,” said Schafhaupt.

Aside from media exposure, Kellogg’s is also exploring in-game activations.

Millions of Pringles cans across Europe will sport a unique code that players can redeem to take part in a raffle to win rare characters to use in the game. Unlike similar activations, which can feel gimmicky, Kellogg’s is hoping its decision to allow people to use the code to redeem characters that have been retired and, therefore, are unavailable swells its cache among the notoriously advertising-adverse gaming audience.

“I would love to measure my sales off the back of the sponsorship, but I can’t because we have distribution partners that sit between us and consumers,” said Schafhaupt. “At the moment, the industry looks at measurement in esports from a media-value perspective. It’s one of the areas we’re building on with the sponsorship by looking at how the community responds to our brand and also the redemption rates of the code.”

Source: https://digiday.com/uk/its-a-continuous-investment-kelloggs-gets-serious-about-esports/

Esports Entertainment Group $GMBL – #Esports is about to become a $1 billion industry, and Asia is at the heart of its wild growth $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 3:16 PM on Tuesday, August 13th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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Esports is about to become a $1 billion industry, and Asia is at the heart of its wild growth

  • The electronic sports sector has grown massively in recent years and is expected to turn into a billion-dollar industry by the end of 2019.
  • CNBC’s Uptin Saiidi visited an annual gaming festival in Hong Kong where tens of thousands of excited fans eagerly watch players compete for the ultimate title.

Source: https://www.cnbc.com/video/2019/08/12/the-rise-of-esports-how-gaming-festivals-are-drawing-in-millions-worldwide.html

Esports Entertainment Group $GMBL – #NetEase Plans $710M #Esports Park in Shanghai $TECHF $ATVI $TTWO $GAME $EPY.ca $FDM.ca $TNA.ca

Posted by AGORACOM-JC at 4:17 PM on Friday, August 9th, 2019
SPONSOR: Esports Entertainment $GMBL Esports audience is 350M, growing to 590M, Esports wagering is projected at $23 BILLION by 2020. The company has launched VIE.gg esports betting platform and has accelerated affiliate marketing agreements with 190 Esports teams. Click here for more information
GMBL: OTCQB

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NetEase Plans $710M Esports Park in Shanghai

  • Chinese game publisher NetEase announced its plans to invest over Â¥5B RMB ($710M USD) to build an “Esports Park” in the Shanghai Qingpu district.
  • Multiple esports projects will be hosted in the park related to product design, venue, teams development, talent construction, and user experiences.
  • NetEase will build China’s first “class-A venue” in the park, at a minimum of 50K square meters, and 5,000 seats. This follows the Shanghai government’s new classification and set of standards for esports venues.

Game publisher and the exclusive Chinese distributor of Blizzard Entertainment games, NetEase, announced that it plans to invest over Â¥5B RMB ($710M) to build the “NetEase Esports Park” in the Shanghai Qingpu district. 

The plan was announced at 2019 Global Esports Conference in Shanghai, held by the Shanghai government. Ding Yingfeng, president of NetEase, said that the plan would include multiple esports-related projects,  including those related to product design, team development, talent construction, and user experiences. 

Yingfeng also announced that the company will build China’s first “class-A esports venue” in the park. This is in accordance with a new classification and set of standards for esports venues announced by the Shanghai government. As a class-A esports venue, the facility is required to have a minimum size of 50K square meters, and 5,000 seats.

As well as being a distributor of Blizzard titles, NetEase owns the Shanghai Dragons, an Overwatch team which represents Shanghai in the Overwatch League (OWL). In July, Activision Blizzard announced that every Overwatch League team would host at least two homestand events next year, in place of the original home-away plan.  It is very likely that NetEase’s esports park will be used for the Shanghai Dragons’ homestand events, and will potentially become the team’s permanent home venue in 2021.

Source: https://esportsobserver.com/netease-esports-park-shanghai/